/*
 * Copyright 2011-2013 Blender Foundation
 *
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 * http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */

#ifndef __INTEGRATOR_H__
#define __INTEGRATOR_H__

#include "kernel/kernel_types.h"

#include "graph/node.h"

CCL_NAMESPACE_BEGIN

class Device;
class DeviceScene;
class Scene;

class Integrator : public Node {
 public:
  NODE_DECLARE

  int min_bounce;
  int max_bounce;

  int max_diffuse_bounce;
  int max_glossy_bounce;
  int max_transmission_bounce;
  int max_volume_bounce;

  int transparent_min_bounce;
  int transparent_max_bounce;

  int ao_bounces;

  int volume_max_steps;
  float volume_step_size;

  bool caustics_reflective;
  bool caustics_refractive;
  float filter_glossy;

  int seed;

  float sample_clamp_direct;
  float sample_clamp_indirect;
  bool motion_blur;

  /* Maximum number of samples, beyond which we are likely to run into
   * precision issues for sampling patterns. */
  static const int MAX_SAMPLES = (1 << 24);

  int aa_samples;
  int diffuse_samples;
  int glossy_samples;
  int transmission_samples;
  int ao_samples;
  int mesh_light_samples;
  int subsurface_samples;
  int volume_samples;
  int start_sample;

  bool sample_all_lights_direct;
  bool sample_all_lights_indirect;
  float light_sampling_threshold;

  int adaptive_min_samples;
  float adaptive_threshold;

  enum Method {
    BRANCHED_PATH = 0,
    PATH = 1,

    NUM_METHODS,
  };

  Method method;

  SamplingPattern sampling_pattern;

  bool need_update;

  Integrator();
  ~Integrator();

  void device_update(Device *device, DeviceScene *dscene, Scene *scene);
  void device_free(Device *device, DeviceScene *dscene);

  bool modified(const Integrator &integrator);
  void tag_update(Scene *scene);
};

CCL_NAMESPACE_END

#endif /* __INTEGRATOR_H__ */
